I guess the version with the charged shot did not ever get uploaded correctly so i have gone ahead and dig out the old file after seeing a comment posted 2 days ago.

this version also has an updated slide mechanic although it is not functioning how i want it to and its been so long since i worked on this i have no idea what is stopping it from working correctly.

the main issue with the slide mechanic is that in order for it to function correctly you have to have a simulated button press as well as the Xvector being set which is confusing to me since almost every other slide mechanic i have made since i worked on this uses the vectors being set and changing the max speed value temporarily to make the player move left or right.

even my old example of megamanx style dashing works on this same concept (even has essentially the same events) yet this version has something holding it up.

I love the slide but I am pretty sure there may be a more efficient way to do it. If I get time this week I will see if I can come up with a more simple version that keeps all the functionality. I also love the jump behavior of setting Y to 1 when they let go, that really does give it that nice controlled feeling to your jumps, just like in megaman! Great job with that bit of logic.

Try to use every tick as little as possible. Most of the things you are doing in it can be done using the pin behavior. This allows you to pin object to eachother without having to explicitly use the every tick check. I avoid it where ever possible to cut down on the overhead of the checks being made. Try to use events whenever possible so that your code, etc... does not fire unles that event occurs.

Loving what you have done so far, keep it up! If you need any help on double jump or wall jumps, check my tutorials.

Thank you for the feedback BluePhaze, I appreciate it greatly. I am still new to the program and have no prior programming experience, so everything is just from me using the program and trying things as I go.

I do have a question about the every tick event.When trying to make something move like i do with the teleport in animation and the slide, how would i do that without every tick. I guess I could use bullet behavior as well which i thought to use before. but I felt i got more control over how much the sprite moved by controlling the exact pixle per tick.

Another question I have is the term event you used in the end of your post the "try and use events whenever possible" portion do you mean functions? or where you just referring to the event sheet, or am I missing something completely?

I was referring to events in the event sheet that happen in response to something, or they may be called conditions. Instead of constantly testing for something, you can simply create a condition like:

On Z pressed:

If down arrow is pressed Slide

Else

Jump

That way every tick it's not testing for your condition. When you hit the Z key, it checks to see if the other conditions are true, then reacts. That way when the Z key is not being pressed, you are not wasting processing by looking for it.

Some types of events are triggered by certain things happening like key presses. For these you don't have to check every tick. Every tick should be used as little as possible. The more things that run every tick, the more your code has to check for and it doesn't scale well once you start getting multiple enemies, etc...BluePhaze2013-02-12 01:36:08

BluePhaze,I appreciate all the feedback you have given me.I have updated the .capx to reflect all the suggestions you have made as much as possible.

I no longer have any "every tick" commands. I also removed some redundant events.

still plays the same just slightly different event sheet flow.

I am running into a constant problem, And I do not understand it at all. Whenever I collide with anything while sliding to the left (only happens when sliding to the left and not the right) the player will "climb" whatever he is colliding with, be it a wall or the enemy. when colliding with the same object on the right it functions normally and he just stops moving forward.

Any idea as to why this is happening? I have gone over the events many times I cannot find anything which would do that.

Not quite sure on that one. Usually I see stuff like that when the origin points for pinning object together are wrong or if the players collision polygon changes during the animation. If I get time when I get home tonight I can try and see if I can find the issue.

On another note, I haven't looked at the updated CAPX yet since I am at work, but you may want to try using the pinned behavior instead of setting the objects x, y coordinates to another object. I may be remembering this wrong, but I thought you were using the x, y coordinates to stick objects to eachother...

Nice, there are some bugs indeed but it's pretty functional so far. You did have some neat ideas there. For now, I think you should focus on (1) Megaman's movement and animations and (2) Making your code more efficient, like BluePhaze says.

[QUOTE=siks] Nice, there are some bugs indeed but it's pretty functional so far. You did have some neat ideas there. For now, I think you should focus on (1) Megaman's movement and animations and (2) Making your code more efficient, like BluePhaze says.

what about his animations and movement need work? for the most part it feels about right, speed adjustments are necessary and maybe jump strength.

the code is fairly efficient, all of the points he made I have done long ago.

I have solved the slide problem since this was last posted. lots of help from the how do i section, many new ideas, all worked extremely well.

anyways this was more to just get a feel of what making a megaman like game would be like, i have a puzzle game and a platformer without shooting i am working on right now that take precedence, I do like to use what i learn in test engines like this project so i may return to it with a more megaman style slide action (cant stop sliding if under low space) and better more megaman like enemies and levels. i hope to just remake cutman's stage 1:1.